From cec13166a8158464b8773f7af75d0a98622c1aca Mon Sep 17 00:00:00 2001 From: Tayrtahn Date: Mon, 12 May 2025 17:17:19 -0400 Subject: [PATCH] Cleanup warnings in `GunSystem.MagazineVisuals` (#37373) Cleanup warnings in GunSystem.MagazineVisuals --- .../Systems/GunSystem.MagazineVisuals.cs | 42 +++++++++---------- .../Weapons/Ranged/Systems/GunSystem.cs | 1 + 2 files changed, 22 insertions(+), 21 deletions(-) diff --git a/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs b/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs index 2d670d1e77..c21b12ceac 100644 --- a/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs +++ b/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs @@ -17,16 +17,16 @@ public sealed partial class GunSystem { if (!TryComp(uid, out var sprite)) return; - if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false)) { - sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}"); - sprite.LayerSetVisible(GunVisualLayers.Mag, false); + _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}"); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false); } - if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false)) { - sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}"); - sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false); + _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}"); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false); } } @@ -53,45 +53,45 @@ public sealed partial class GunSystem current = component.MagSteps; } - var step = ContentHelpers.RoundToLevels((int) current, (int) capacity, component.MagSteps); + var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, component.MagSteps); if (step == 0 && !component.ZeroVisible) { - if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.Mag, false); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false); } - if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false); } return; } - if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.Mag, true); - sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}"); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true); + _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}"); } - if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true); - sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}"); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true); + _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}"); } } else { - if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.Mag, false); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false); } - if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _)) + if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false)) { - sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false); + _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false); } } } diff --git a/Content.Client/Weapons/Ranged/Systems/GunSystem.cs b/Content.Client/Weapons/Ranged/Systems/GunSystem.cs index e9b20bc874..b52fa2b954 100644 --- a/Content.Client/Weapons/Ranged/Systems/GunSystem.cs +++ b/Content.Client/Weapons/Ranged/Systems/GunSystem.cs @@ -38,6 +38,7 @@ public sealed partial class GunSystem : SharedGunSystem [Dependency] private readonly SharedCameraRecoilSystem _recoil = default!; [Dependency] private readonly SharedMapSystem _maps = default!; [Dependency] private readonly SharedTransformSystem _xform = default!; + [Dependency] private readonly SpriteSystem _sprite = default!; [ValidatePrototypeId] public const string HitscanProto = "HitscanEffect";